108,406 Commits over 3,867 Days - 1.17cph!
Changed splat selection enum values to powers of two
Stone Tier Texture improvements
Updates to vm bow anims & controller
Added rocks to riverbeds
Tweaked some rock decor terrain modifiers
Clientside networking checks, error reporting
merge into main
eoka behaves like it did in legacy, with a few extras
merge from main
added eoka strike recoil and strike functionality
Only add terrain modifier noise to splat and color
Refactored decor spawning backend
Added method to scatter static decor directly onto paths (roads / rivers)
Networking reliablility fixes
Can crush skulls into bone fragments again
Various env stuff. Backup.
Fixing some colision issues, updated the prefab scenes.
Send disconnect reasons to server before disconnecting
Added noise to terrain modifiers for less circular, more scattered shapes
Network tweaks
network protocol++
Don't attempt to spawn bridges if no target direction can be found
Phase-1 of overhauling the ground clutter spawns (new decor rocks and various mushroom types) -- old placeholders scrapped.
adjusted repair bench recipe
Final size tweaks for the custom map.
Fixed phrases not catching Translate.Phrase members
Repairbench UI
Do some pre-checks on the user's auth token, reject early
Destroy player's baseProtection propertly
Fixed AK47 viewmodel casting shadows
fixed incorrect grade on twig floor
Raknet crashes with divide by zero if retryCount is less than 3(!)
Fixed all decor seeing a scale of 1 in Awake()
Added bridge blockouts to lakes, oceans and riverbeds
Building skin top tier: meshes/textures/materials/prefabs
less deflection randomness on ricochets
protocol++
Improved bow aiming (arrow now points to center of screen)
changed if( to if ( (sorry garry)
Merged repair bench into main with placeholder art